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  • Rami's Avatar
    Yesterday, 15:34
    Kurt, I kept the PR "jabo" .dp files, but now with these new models, they look a little goofy. It looks like some .dp editing lies in my future... P.S. - Kudos on the new flight models....you can make a banked turn with full-up elevator without feeling like you're riding a porpoise! :encouragement:
    10 replies | 127 view(s)
  • Rami's Avatar
    Yesterday, 15:34
    Kurt, I kept the PR "jabo" .dp files, but now with these new models, they look a little goofy. It looks like some .dp editing lies in my future... P.S. - Kudos on the new flight models....you can make a banked turn with full-up elevator without feeling like you're riding a porpoise! :encouragement:
    10 replies | 119 view(s)
  • Rami's Avatar
    Yesterday, 13:38
    Kurt, Wow...where to begin!? :jawdrop: Many thanks for your efforts on this. Like the Team Daedalus Fw-190s, I will make sure to include these new models in all my Late ETO and Mediterranean projects. :triumphant: :medals: I'm thrilled that you chose to upgrade these models. The favorite "experten" ride was long overdue for an overhaul. :very_drunk:
    10 replies | 119 view(s)
  • Rami's Avatar
    Yesterday, 13:38
    Kurt, Wow...where to begin!? :jawdrop: Many thanks for your efforts on this. Like the Team Daedalus Fw-190s, I will make sure to include these new models in all my Late ETO and Mediterranean projects. :triumphant: :medals: I'm thrilled that you chose to upgrade these models. The favorite "experten" ride was long overdue for an overhaul. :very_drunk:
    10 replies | 127 view(s)
  • Rami's Avatar
    Yesterday, 13:38
    Kurt, Wow...where to begin!? :jawdrop: Many thanks for your efforts on this. Like the Team Daedalus Fw-190s, I will make sure to include these new models in all my Late ETO and Mediterranean projects. :triumphant: :medals: I'm thrilled that you chose to upgrade these models. The favorite "experten" ride was long overdue for an overhaul. :very_drunk:
    8 replies | 313 view(s)
  • Rami's Avatar
    Yesterday, 12:36
    Kurt, This is why I loathe naming names for projects, because I always forget someone! :very_drunk:
    5 replies | 169 view(s)
  • Cees Donker's Avatar
    Yesterday, 11:44
    Good Looking! Great work! Thanks! Cees
    12 replies | 737 view(s)
  • Rami's Avatar
    Yesterday, 10:29
    Skylane, This is how my Dakar looks in Mission Builder... And I do have coastlines further north. Let me look into why....I think I have all the stock coastlines beginning with "de" and "dw," and this seemed to fix the issue between Dakar and Morocco. All I can tell you right now is that something you have installed is interfering with Dakar somehow.
    11 replies | 228 view(s)
  • Rami's Avatar
    Yesterday, 09:21
    Wolfgang, Good afternoon! I was a little puzzled on this one, until I went back and looked at the files in the upload compared to what I had. It turns out there was a BIG error in the library package: the land class was not included! :banghead: I have attached the required file in this post. Please put it into the TB_Dakar\Scenery folder, and then report back if this does not fix it. I also moved the scenery package back to the front of the library, because I updated the package.
    11 replies | 228 view(s)
  • Rami's Avatar
    Yesterday, 02:40
    Wolfi, 1) I would be happy to assist you in testing, although .dp editing is not my forte. 2) Kelticheart would be a person I would suggest might help you with .dp work and prop textures. 3) As far as painting? Morton, Sopwith Chameleon, (although he's basically retired) Gius, watchdog22, UncleTgt, and klausreiss.
    5 replies | 169 view(s)
  • Blood_Hawk23's Avatar
    August 29th, 2014, 04:34
    maybe if they were attacking ships but they would not be able to release on the ground. Its hard enough to get them to release in the air. I don't think rockets would work either. you could simulate it with an AI ship/torp spawning in but I think that might be it.
    9 replies | 267 view(s)
  • Rami's Avatar
    August 29th, 2014, 01:03
    Wolfgang, I will look at things over the weekend and get back to you quickly.
    11 replies | 228 view(s)
  • Cees Donker's Avatar
    August 28th, 2014, 10:58
    Could you be more specific? Cees
    2 replies | 139 view(s)
  • Rami's Avatar
    August 28th, 2014, 04:48
    Talon, Thanks. I am in the process of reversing the player and AI flight paths to reflect the necessary changes. Kdriver, I came across something that would be a fantastic "what if," and I wanted your thoughts on it. After the failure of "Operation Mascot," the British Admiralty attributed the failure of the operation to the slow speed of the Barracuda, and the fact that ones the German defenses were alerted, the Tirpitz could be quite easily blanketed by a smoke screen before the Barracuda could reach the fjord to strike the ship. Their proposed solution was to fly the DeHavilland Mosquito off of their Fleet carriers to attack the Tirpitz at a high rate of speed, essentially defeating the enemy defenses by getting there before the smoke machines took effect. This was not...
    94 replies | 4723 view(s)
  • Blood_Hawk23's Avatar
    August 28th, 2014, 02:58
    I believe the intent of the sinkers is just that. If a bomb hits and destroys them the ship should sink. That would be my guess and what I have run with my DPs. they are tied into the systems so if a section is destroyed the same result occurs. I would consider it deck armor. Are they needed? well take them out and sink the ship. You'll see the results.
    2 replies | 119 view(s)
  • Rami's Avatar
    August 27th, 2014, 15:40
    Skylane, How do you have the scenery.cfg set up for your Mediterranean?
    11 replies | 228 view(s)
  • Blood_Hawk23's Avatar
    August 27th, 2014, 10:38
    even airwrench gives conflicting results with regards to range. in it it gives less range at lower rpms. i think it could be the fixed prop. Maybe. it seems to be getting close to mach at the tip. i run an angle of 35 on my WWI ACs but all have this for the turbo turbocharged= 1 max_design_mp= 29.000 min_design_mp= 12.000 critical_altitude= 100.000 emergency_boost_type= 0 emergency_boost_mp_offset= 0.000 emergency_boost_gain_offset= 0.540
    30 replies | 412 view(s)
  • Shadow Wolf 07's Avatar
    August 27th, 2014, 04:49
    Thank you for your speedy response Cody. :applause:
    2 replies | 146 view(s)
  • Shadow Wolf 07's Avatar
    August 27th, 2014, 04:48
    there's only a slim chance of this being the cause, but did you copy all the color textures from the Scenedb/world/textures folder and paste them into the main CFS2 Texture folder?
    11 replies | 228 view(s)
  • Blood_Hawk23's Avatar
    August 26th, 2014, 23:13
    it helps if you read the info and see that it mentioned both recip and TP. I removed the entry and ran it in airwrench. I see the effects now. i turned off the turbo in the airfile. I also turned off 1520. i added the min gov rpm of 575 to both the air and cfg. don't know how that will effect you. you might notice it on the ground. not sure where the number came from but airwrench had it there even though its wasn't in the airfile or cfg. the data i'm seeing seems to be close to your desired numbers. I have one more program that I can run it all through. have you checked the flight dynamics? you might have too much drag. just a thought.
    30 replies | 412 view(s)
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